[Mesa-dev] [PATCH] swr: Add polygon stipple support
Ilia Mirkin
imirkin at alum.mit.edu
Fri Apr 14 18:58:00 UTC 2017
On Fri, Apr 14, 2017 at 2:52 PM, Kyriazis, George
<george.kyriazis at intel.com> wrote:
> > > + /* work around the fact that poly stipple also affects lines */
> > > + /* and points, since we rasterize them as triangles, too */
> > > + /* Has to be before fragment shader, since it sets SWR_NEW_FS */
> > > + if (p_draw_info) {
> > > + bool new_prim_is_poly = (u_reduced_prim(p_draw_info->mode) ==
> > > PIPE_PRIM_TRIANGLES);
> >
> > What about glPolygonMode and what about geometry shaders that take in
> > e.g. points and put out triangles? Perhaps you need to pass in a "is
> > this *really* a triangle" parameter to the shader generated by the
> > rasterizer.
> >
> >
> > Actually the GS thing won't happen since polygon stippling is a
> > compat-only feature and we don't support GS in compat profiles. You do
> > need to check that the polymode == FILL here though.
>
> Well, currently we don’t have a working polygon mode. Once we implement it,
> then we’ll look at stipple at that time.
Ah, indeed you don't. I thought you at least handled it when front ==
back, but I was mistaken.
Cheers,
-ilia
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